Jarl of the North Wind

Shan Pangu's page

629 posts. Organized Play character for Nebten.


Classes/Levels

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Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

About Shan Pangu

Brother Shan Pangu (Lord of the Mountain)
Male dwarf monk (monk of the four winds, monk of the sacred mountain) 6 (Pathfinder RPG Advanced Player's Guide 112, 114)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 21, touch 20, flat-footed 18 (+2 shield, +2 Dex, +1 natural, +1 dodge, +5 untyped)
hp 51 (6d8+18)
Fort +8, Ref +8, Will +10; +2 bonus vs. enchantment spells and effects, +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. cold effects, +4 trait bonus vs. cold environments
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), iron limb defense; Immune disease
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Offense
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Speed 50 ft.
Melee dagger +8 (1d4+4/19-20) and
. . mithral temple sword +9 (1d8+4/19-20) and
. . unarmed strike +8 (1d10+4)
Ranged sling +6 (1d4+4)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki flurry, ki speed, ki strike, magic
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Statistics
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Str 19, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +4; CMB +10 (+12 grapple); CMD 28 (32 vs. bull rush, 30 vs. grapple, 32 vs. trip)
Feats Deflect Arrows, Dodge, Elemental Fist[APG], Improved Grapple, Improved Unarmed Strike, Snapping Turtle Clutch[UC], Snapping Turtle Shell[UC], Snapping Turtle Style[UC], Toughness
Traits frostborn, poverty-stricken
Skills Acrobatics +11, Climb +8, Diplomacy +3, Intimidate +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (religion) +5, Linguistics +1, Perception +16 (+18 to notice unusual stonework), Sense Motive +9, Stealth +10, Survival +11; Racial Modifiers lorekeeper
Languages Common, Dwarven, Tien
SQ bastion stance, fast movement, ki defense, ki pool, maneuver training, unarmed strike
Combat Gear headband of unshakeable resolve, oil of magic weapon, potion of cure moderate wounds, scroll of restoration, lesser, wand of cure light wounds (33 charges), wand of mage armor (40 charges), acid (2), antitoxin; Other Gear dagger, mithral temple sword, sling, sling bullets (10), belt of giant strength +2, braid of a hundred masters, cloak of resistance +1, eyes of the eagle, bandolier, bandolier, courtier's outfit, grappling hook, pathfinder's kit, silk rope (50 ft.), 5,481 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Elemental Fist (2d6, 6/day) You can add 1d6 energy damage to an attack.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Headband of unshakeable resolve (3/day) When affected by fear effect, can use imm action to reduce severity by 1 step.
Hunting Lodge Can use Survival for Day Job rolls.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Maneuver Training (Ex) CMB = other BABs + Monk level
Scroll of restoration, lesser Add this item to create a scroll with spells on it.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Shell AC bonus increases by 2, and opponents receive -4 on critical confirmations
Snapping Turtle Style +2 Gain +1 shield bonus to AC when at least one hand is free
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wand of cure light wounds (33 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (40 charges) Add this item to create a wand of a chosen spell.
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Braid of a Hundred Masters:
If the wearer of this necklace has levels in monk, his fast movement and unarmed damage are treated as a monk of 3 levels higher. This fast movement functions just like the monk's fast movement class feature. These bonuses to not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activitied before the damage from the attack is rolled, though it maybe activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.

Respect & Honor

I come from the land of the ice and snow
from the midnight sun where the hot springs flow

I whisper tales of gore,
Of how I calmed the tides of war
The hammer of the gods will drive us to new lands
To fight the horde & sing and cry
Valhalla, I am coming

I am here to raid all your ruins
For Pathfinders can win the day despite of all the losin'